Files
Polaris/code/game/objects/items/weapons/implants/implant.dm
T
mport2004@gmail.com 81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00

198 lines
5.8 KiB
Plaintext

/obj/item/weapon/implant
name = "implant"
var
implanted = null
mob/imp_in = null
color = "b"
allow_reagents = 0
proc
trigger(emote, source as mob)
activate()
implanted(source as mob)
get_data()
trigger(emote, source as mob)
return
activate()
return
implanted(source as mob)
return
get_data()
return "No information available"
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
var
activation_emote = "chuckle"
obj/item/weapon/syndicate_uplink/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
..()
return
implanted(mob/source as mob)
source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
return
trigger(emote, mob/source as mob)
if(emote == activation_emote)
uplink.attack_self(source)
return
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
var
id = 1.0
get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:<BR>"}
return dat
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
trigger(emote, source as mob)
if(emote == "deathgasp")
src.activate("death")
return
activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
explosion(src, -1, 0, 1, 3, 0)//This might be a bit much, dono will have to see.
if(src.imp_in)
src.imp_in.gib()
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
allow_reagents = 1
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
will suffer from an increased appetite.</B><BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
the implant releases the chemicals directly into the blood stream.<BR>
<b>Special Features:</b>
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.<BR>
Can only be loaded while still in it's original case.<BR>
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
the implant may become unstable and either pre-maturely inject the subject or simply break."}
return dat
New()
..()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
trigger(emote, source as mob)
if(emote == "deathgasp")
src.activate(10)
return
activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
var/mob/living/carbon/R = src.imp_in
src.reagents.trans_to(R, cause)
R << "You hear a faint *beep*."
if(!src.reagents.total_volume)
R << "You hear a faint click from your chest."
spawn(0)
del(src)
return
/obj/item/weapon/implant/loyalty
name = "loyalty"
desc = "Makes you loyal or such."
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen Employee Management Implant<BR>
<b>Life:</b> Ten years.<BR>
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
return dat
implanted(M as mob)
if(!istype(M, /mob/living/carbon/human)) return
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode.head_revolutionaries)
for(var/mob/O in viewers(H, null))
O.show_message(text("\red [] seems to resist the implant.", H), 1)
return
else if(H.mind in ticker.mode:revolutionaries)
ticker.mode:remove_revolutionary(H.mind)
H << "\blue You feel a surge of loyalty towards NanoTrasen."
return